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steelflanker

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Everything posted by steelflanker

  1. Hi Guys When displayed as a parked object the F-14 has its wings swept by default. The A-6, A-7 & so on make use of the “CarrierParkAnimationID” to fold there wings for parking. We can, like we always have done link a inputname & an animation key of our choice to operate the animation ourselves. The F-14 has its CarrierParkAnimationID listed as 1. From what I understand that means a parking animation doesn't exist. Correct me if I am wrong? However when parked the F-14’s always have there wings niceley swept away as the should do. All my attempts at linking this to an animation key either had no effect or left the wings wept permanently. Can we have any manual control over the wing sweep, even if we lose the “AUTOMATIC_MACH” deployment method.? Or is this completely out of our control? I realize that its not necessary or important for game play but like opening the canopy it would be fun to do. SF From the F-14A_DATA,INI [swingWingAnimation] SystemType=HIGHLIFT_DEVICE DeploymentMethod=AUTOMATIC_MACH SmoothDeployment=TRUE FullyDeployOnGround=TRUE Setting[1].Angle=0.000 Setting[1].DeployValue=1.45 Setting[2].Angle=0.111 Setting[2].DeployValue=1.35 Setting[3].Angle=0.222 Setting[3].DeployValue=0.95 Setting[4].Angle=0.870 Setting[4].DeployValue=0.65 Setting[5].Angle=1.000 Setting[5].DeployValue=0.40 MaxDeflection=1.0 MinDeflection=0.0 ControlRate=0.20 AnimationID=1
  2. Yes, seems as soon as you list an animation key you lose the auto sweep all together. The animation key is overriding or conflicting with the automatic_mach animation I think. Also noticed that the glove vanes pop out at full sweep & thus are fully deployed when the F-14 is parked. Seems a lilttle odd? Before the March12 update & the new “CarrierParkAnimationID” entrys, I remember trying something similar with the TMF F-14 & one of the Tornados I think. In that case the animation key would work but then the plane would decide “hey I am still on the ground & going to slow” & reopen its wings again. It would be great if there was a way round this though. The poor old Tomcat looks ungainly parked up with her wings sprawled out or having to suffer the humiliation of being redirected to the U-2’s parking spot. lol
  3. Thanks it works. I knew I was missing something. Pity we cant have manual & as well as auto wing sweep. Not that useful as it is but I’ll keep a separate ini for screenshots. [swingWingAnimation] SystemType=HIGHLIFT_DEVICE DeploymentMethod=MANUAL SmoothDeployment=TRUE FullyDeployOnGround=TRUE Setting[1].Angle=0.000 Setting[1].DeployValue=1.45 Setting[2].Angle=0.111 Setting[2].DeployValue=1.35 Setting[3].Angle=0.222 Setting[3].DeployValue=0.95 Setting[4].Angle=0.870 Setting[4].DeployValue=0.65 Setting[5].Angle=1.000 Setting[5].DeployValue=0.40 MaxDeflection=1.0 MinDeflection=0.0 ControlRate=0.20 AnimationID=1 [swingWingAnimation] SystemType=ANIMATION InputName=ANIMATION_2 DeploymentMethod=MANUAL AnimationTime=4.0 AnimationID=1
  4. Enjoying the sleek lines of the Tomcat
  5. Landing at Isafjordur! Its amazing how accurate the terrain has been modeled though. I'm still trying to fly the same approach without success .............
  6. Wow nice flying! Even though SF will always be a ‘sim-light’ focused on combat, I’m so pleased we can enjoy some fun real life experiences now . I’ve been exploring a little & there are some fantastic real life valleys to fly through & hide in. I just wish my in flight map worked so I can remember where they are. I can’t wait to see what the community are able to do with the new terrain engine. A mod for placing some steam/smoke on Eyjafjallajokul & geothermal sites on the island would be great. Hoping roads & a basic shore line will be able to be implamented at some point or on new third party terrains at least. Off to emulate your approach with out crashing.
  7. Looking at photos & videos it seems that in real life runway 08 is used for both take off & landing. It makes scense as using runway 08 you can maneuver tightly with airspeed on approach & able to make a gentle climbout to the left during takeoff. However the game seats up flights in the opposite direction on runway 26. AI always attempt to climb straight out unable to clear the terrain looming ahead of them.
  8. IcelandNA Shimmer Fix

    Version 1.0

    246 downloads

    IcelandNA Shimmer Fix --------------------- For me the terrain noise effects on the North Atlantic terrain is a little too strong, causing the ground to shimmer. I’ve toned down the original that gets rid of the shimmer & reduces the overall coarse look of the terrain. If you are having the same problem give it a try. SF Installation: ------------- Place in your StrikeFighters2 NorthAtlantic saved games folder.
  9. Finally got my copy! Been jealousy seeing all the screen shots & reading all the excitement the last week. I must say I’m most impressed & loving the water. My only disappointments so far are the enormous fps hit on the terrain & the Hawkeye voice sounds like it was done by the pizza delivery guy. lol
  10. Point taken Dave & you are right. Its all about the game play & the immersion of being in the fight! I think that's TK’s intention too & most likely why he hasn't felt the need to up date the terrains, clouds or trees since they were first released. Sadly I have become one of those guys who spends most of my game time flying around looking how fantastic my jet looks against the sky, clouds & the setting sun.......... Only to get rudely awoken when I turn in to a fire ball by the SAM I should have seen coming if I was paying attention! Still enjoyable for me none the less. Falling fire balls look really pretty too, especially at dusk! lol Note to self: "Must fly a mission from start to finish for a change"
  11. With all the fantastic moders we have here, like your self Stary. I'm sure that & many more theatres of NA standards will become a reality. As long as TK releases some tools of course. :yes:
  12. I said "stock Vietnam" as an example to emphasise the stark contrast between what we will be getting SF2:NA unmoded & SF2:V unmoded. Personally, flying carrier opps in Vietnam (even with the most excellent mods applied) is going to be a major let down having flown carrier opps in North Atlantic. (Terrain wise that is.) I think that no matter how much you dress up a terrain made for our current engine, the water is always going to be the emersion killer for me after NA is released. Just my little worry & a hunch based on pure speculation guys. lol
  13. It would be a pity if the existing terrains are left as they are. We may as well call North Atlantic SF3 then,........ though it just happens to merge SF2 series. From the screen shots we have seen, the gap between NA & the current SF2 titles seems just as big as it was between the first & second series? I get the feeling that flying around in the stock Vietnam is going to rune the emersion for me after being spoiled with all the eye candy in North Atlantic. Guess we can’t have everything & I’m sure just having the new title on my hard drive will be more than enough excitement for me for a long time. I would still jump at the chance to by any DLC terrains though.
  14. Me too! Or the water updated at least.
  15. Totaly mindblowing!! Man I can't wait to get that on my hard drive.
  16. Just been experimenting with a few tiles on the desert terrain, trying to get that magic African feel. Started reading my Christmas present “From Fledgling to Eagle” by Dick Lord & that got me all fired up & feeling slightly patriotic. As a young boy in the early 80’s I remember seeing the distinctive delta shape of Mirage III’s & sleek F1’s flying over head possibly on route to the border. We / I so desperately need an Angola-SWA theatre! There was a fantastic attempt at an add on for Falcon 4 a few years ago but seemed to have died a mysterious death for some reason. We have an amazing third party Buccaneer, along with the promise of an Mirage F1 & Mirage IIIEZ already in in the Aircraftlist from TK. We just need the appropriate play ground now. Wish I had the know how & more immortally the Time to have a go at it. I'll just have to settle at attempting to retile the desert & a little imagination for now.....
  17. Mirage IIICZ, South African Thunder......
  18. Interesting, I’d no idea these values were there to adjust! Keep us posted with your results squid.
  19. Also try this. In the Options.ini, make sure you change the "AntiAliasing=2" to at least "AntiAliasing=4"! If seams in one of the last patches TK put the antialising back to being application controlled. Setting it to 4 or more should give back the crisp in the eye candy like before. [GraphicsOptions] DisplayDeviceID=0 DisplayWidth=1366 DisplayHeight=768 DisplayDepth=32 AspectRatio=1.777778 AntiAliasing=2 <---------------------------------------- ForceDX9=FALSE ForceVSyncOff=FALSE LensFlare=0 DetailLevel=2 ObjectDetail=2 ObjectTexture=2 CockpitTexture=2 CockpitMirrors=1 CockpitReflection=1 EffectsDetail=2 TerrainDetail=2 TerrainTexture=2 HorizonDistance=2 GroundObjectDensity=2 WaterDetail=2 CloudsDetail=2 Shadow=2 ObjectsFade=TRUE
  20. Its got a name...

    Fubar512,Those carriers look fantastic & I'm loving that water effect!
  21. Hi squid :-) Noise textures show up better with rather flat & lifeless terrain tiles...... Stock Israel Ect Using noise textures with Starys highly detailed terrains can be a bit of a hit & miss as there is so much detail painted on already. Seams some times the noise texture is over shadowed by or conflicts with the detail already there. - Make sure your Terrain Detail & Terrain Texture are set to High & Unlimited respectively! - You could also experiment with some of the others to see if you get better effect. If you want higher resolution you going to have to create a new bmp at 2048 for example & tile it with noise effect of your choice. Should'nt have much FPS hit if any. Regarding the water normal, you could try tiling it to high resolution and/or softening it by adjusting the contrast PS or an other editor. SF
  22. File Name: Ground Effects Collection File Submitter: steelflanker File Submitted: 25 October 2011 File Category: SF2 Series Add On Terrains Ground Effects Collection --------------------------------- Just a few sample noise textures from the hordes I have collected & been experimenting with. They replace the stock noisenormal.bmp that create an impressive feeling of substance, texture & speed at low level. Enhancing already detailed terrains & giving new life to older low rez tiles. :-) Installation: --------------- Select a NOISENORMAL.bmp from on of the numbered folders & place it in the specific terrain folder that you intend to use it for. E.G.: \Saved Games\ThirdWire\StrikeFighters2\Terrains\Desert Notes: -------- Terrain texture needs to be set to High or Unlimited to see the effects!!!! Best results are when that sun is at a lower angle, at noon the ground effect is not as visible!!!! Some noise textures work better than others on some terrains! You'll have to experiment with what works best with your particular tile set. As a guide this is what I use but you may find others more suitable. Desert: NOISENORMAL - 2 Grass or foliage: NOISENORMAL - 7 General: NOISENORMAL -3 Problems/bugs: ------------------ All texturs have been tested in SF2 fully mereged. (BuildDate=Aug 2011) I have noticed no adverse effects on my system & game settings! However.... Some users could experience slight haze or shimmering depending on there system, game & graphics card settings. My FPS seems unaffected but some users could experience a slight FPS drop. Credits: --------- These textures have been made’ free to use’ & have been collected from a variety of locations on the net. All credit goes to their original creators & only minor changes have been done by me. Enjoy SF Click here to download this file
  23. Just seen this over at SimHQ. It looks great.... http://simhq.com/forum/ubbthreads.php/topics/3462668/Modified_F4E_Phantom_II_Cockpi.html#Post3462668
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